This is a mod requirable hack that must be required by a mod to be enabled.
This hack adds several new mission objectives, mission conditions, script commands and other new script functionality.
Requiring This Hack
To require this hack, add this line to your mod's Meta.ini:
RequiredHack=AdditionalScriptFunctionality
Using This Hack
This hack simply provides additional commands you can use in MFK and CON scripts. You can find pages with more information listed below.
CON Commands
See All CON Commands.
MFK Commands
See All MFK Commands.
Objective Types
See All Objectives.
Condition Types
See All Conditions.
Version History
1.26
CON Commands
Added the SetWheelieOffsetX command. This is equivalent to Radical's SetWheelieOffsetY and SetWheelieOffsetZ commands but for the X
axis.
1.25.1
Overhauled the handling of stage vehicles in regards to checkpoints.
This fixes various issues when resuming from a checkpoint when the mission added stage vehicles before it such as:
- Stage vehicles spawning near the origin of the world when activated in the stage with the checkpoint or any subsequent stages without a locator being given to ActivateVehicle.
- Stage vehicles that were added but not activated before the checkpoint would not exist if the checkpoint stage did not activate them even though they should.
- Several script functions added by this hack would fail and show an assert when used before the checkpoint:
- Stage vehicles added and activated in the first stage would cause an assert when using the
-testing
command line argument.- Only if the checkpoint was not on the first stage (why would you even have one there?)
1.25
- Added checkpoints. There are several commands related to this functionality:
- Made it so adding vehicle characters and manipulating them in stages prior to a stage that calls
RESET_TO_HERE
is now handled when selecting or restarting the mission. - Added SetStageVehicleAbductable and ResetStageVehicleAbductable.
1.23.8
- Made it so this hack actually knows the previous or next stage when starting or ending a stage respectively.
- In previous versions, the hack just guessed the previous or next stage by subtracting or adding one to the current stage index.
- The old logic could cause issues in certain cases such as bombbarrel (nuclear waste) stages that can send you back multiple stages.
- Fixed a bug where calling
SetPedsEnabled
alongsideStreetRacePropsLoad
would cause pedestrians to become disabled after the mission ends until another mission puts it back.
1.23.5
Added the SetCollectibleSoundEffect
command to set the sound effect used when picking up a collectible in delivery
, dump
or race
objectives.
1.23.4
Made it so this hack does not assert if a locator is missing if Missing Locator Detection is enabled in Debug Checks.
1.23.1
Fixed a conflict between Additional Script Functionality and Debug Test when the "Menus > Pause Menu > Pause Always Allowed" setting was enabled in Debug Test.
1.22.4
Fixed an assert when starting a mission that has an "insidetrigger" or "outsidetrigger" objective or condition on its first stage.
1.22.3
Made triggers disabled with "DisableTrigger" in two or more subsequent stages stay disabled between the stages.
1.22
General
- Fixed an issue introduced in 1.21 where there would be an assert when entering the bonus game.
- Made characters added to cars with ASF commands get removed from and re-added to the world when the car does instead of just when it explodes and is repaired.
- Characters also now only get added immediately if the car is already in the world.
- This resolves an issue where characters could remain floating in the air after the game removed a car.
- Made
g_CustomMissionData.empty()
only assert when using the-testing
command line argument.
MFK Commands
- Added
AddParkedCar
. This allows you to add a car to the level's parked cars list without needing it to be also added to a traffic group with AddTrafficModel. - Added
UseTrafficGroup
. This sets the current traffic group index when getting to the mission via mission select or restarting it. This does not work unless the DynamicTraffic feature of CustomTrafficSupport is set toModels
orSlots
.
1.21
Removed "!m_bStart" asserts (previously on lines 3292 and 3336) related to using the SetPedsEnabled
and SetParkedCarsEnabled
commands respectively.
1.20
MFK Commands
- Added
SetParkedCarsEnabled
. This allows you to enable or disable parked cars for a mission. - Added
SetPedsEnabled
. This allows you to enable or disable pedestrians for a mission.
1.19
CON Commands
- Added the
AddVehicleCharacter
command. - Added the
SetVehicleCharacterAnimation
command. - Added the
SetVehicleCharacterJumpOut
command. - Added the
SetVehicleCharacterScale
command. - Added the
SetVehicleCharacterSuppressionCharacter
command. - Added the
SetVehicleCharacterVisible
command.
MFK Commands
- Added the
AddStageVehicleCharacter
command. - Added the
RemoveStageVehicleCharacter
command. - Added the
SetStageVehicleCharacterAnimation
command. - Added the
SetStageVehicleCharacterJumpOut
command. - Added the
SetStageVehicleCharacterScale
command. - Added the
SetStageVehicleCharacterVisible
command. - Added the
SetStageVehicleAllowSeatSlide
command. - Updated
SetStageCharacterModel
to default the second argument to the player's current animation set instead of requiring the argument.
1.18.1
New Features
- Added a new
none
display mode forSetCondDisplay
. This mode is usable on all ASF conditions. - Added a new
hitandrunlost
condition. This will fail the player if they lose the Hit & Run they have during the stage. - Added a new
SetStageVehicleNoDestroyedJumpOut
command. This prevents a driver from jumping out of a car should it explode. - Added a new
SetStageAllowMissionCancel
command. This prevents the player from restarting or cancelling the mission on the stage. - Made ASF commands that take a boolean as an argument accept
true
orfalse
as well as 0 or 1 instead of accepting any integer and treating it as true if it's not 0.
Bug Fixes
- Fixed an issue where calling
SetStageCharacterModel
on a stage that callsRESET_TO_HERE
that is preceded by another stage that callsSetStageCharacterModel
(with the same model and animation set) didn't work. - Fixed an issue where pressing enter to continue after restarting from a failed delayed condition in a reset-in-car mission with "Action/Get Out" bound to enter would cause you to exit your vehicle after the mission restarted.
- Fixed an issue where
hitandrunlost
stages that also callSetStageHitAndRun(100);
to trigger a hit and run would automatically complete if you entered the stage without already having a Hit & Run.
1.18
Added this hack.